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<ADDRESS><FONT face=Arial size=2><STRONG><FONT size=3>Preview Release 
(Development)</FONT>  </STRONG></FONT></ADDRESS>
<ADDRESS><STRONG><FONT face=Arial size=2></FONT></STRONG>&nbsp;</ADDRESS>
<ADDRESS><STRONG><FONT face=Arial size=2></FONT></STRONG>&nbsp;</ADDRESS>
<ADDRESS><FONT face=Arial size=2><STRONG>Update&nbsp;10 
(Final):<BR></STRONG>Changes</FONT></ADDRESS>
<ADDRESS><FONT face=Arial size=2></FONT>&nbsp;</ADDRESS><FONT face=Arial 
size=2></FONT><FONT face=Arial size=2>
<UL>
  <LI><FONT face=Arial size=2> Updated: Heavy GUI updates and 
  tweaks, this includes removing the FB selection, for now..</FONT>
  <LI><FONT face=Arial size=2>Updated: Optimized file size, with no ill effects. 
  This also holds true for the stable branch plugin, too. </FONT>
  <LI><FONT face=Arial size=2>Updated: Heavy refactorisation </FONT>
  <LI>Updated: Optimized installer size
  <LI><FONT face=Arial size=2>Updated: Documentation</FONT> 
  <LI><FONT face=Arial size=2>Updated: Direct3D screenshots are compressed in 
  PNG (uses internal PNG compression&nbsp;routines)</FONT> 
  <LI>Updated: Tagging on development plugin 
  <LI>Updated: Documentation (refactorisation)<FONT size=2></FONT><FONT 
  face="Times New Roman" size=3> </FONT>
  <LI><FONT face=Arial size=2>Updated: Texture loading/dumping can now be 
  enabled when "hide advanced options" is ticked (by request)</FONT> 
  <LI>Updated: Updated INI configuration file (thanks to 
  Iconoclast)<FONT 
  size=2></FONT> 
  <LI>Updated:&nbsp;Hardware transformation and lighting is now a core 
  requirement&nbsp; 
  <LI><FONT face=Arial size=2>New: A&nbsp;custom installer system based on NSIS 
  </FONT>
  <LI><FONT face=Arial size=2>Debugger: Heavily updated and overhauled the 
  debugger plugin. Involves major core restructuring, GUI updates, a massive 
  reduction in file size, and now manages hi-res textures properly again. Also, 
  no longer requires the Visual C++ 2005 runtimes as well. Enjoy!</FONT></FONT><FONT face=Arial size=2>       
  <LI>Source: Updated to now compile with VC6 (VC6, ICC and 
  the Processor Pack) . This means that builds compiled with this compiler 
  no longer need additional runtimes apart from the DirectX/D3DX runtimes. However. SSE optimizations 
  are unusable when this process of compilation is done.</FONT>
  <LI><FONT face=Arial size=2>Removed: Framebuffer selection (framebuffer 
  emulation is incomplete)</FONT><FONT face=Arial size=2>
<LI><FONT face=Arial size=2>Removed:&nbsp;Antialiasing/multisampling</FONT> (doesnt 
work due to hardware limitations)
<LI>Removed: Software transformation and lighting 
  <LI>Removed: registry key cleaner (needs to be rewritten)</LI></UL>  </FONT><FONT size=2>
<P><BR></FONT><FONT size=2><FONT face=Arial><STRONG>Update 
9:<BR></STRONG><EM>Changes</EM></FONT></FONT></P>
<P><EM><FONT face=Arial size=2></FONT></EM>&nbsp;</P>
<UL>
  <LI><FONT face=Arial size=2>&nbsp;New: Unified documentation</FONT> 
  <LI><FONT face=Arial size=2> &nbsp;New:&nbsp;A&nbsp;tool to thoroughly clean 
  the System Registry of Rice Video settings.</FONT> 
  <LI><FONT face=Arial size=2>&nbsp;New:&nbsp;RAR archives are 
  now&nbsp;digitally&nbsp;signed (authenticity verification)</FONT>
  <LI><FONT face=Arial size=2>&nbsp;Updated: changed "Texture Filters" tab to 
  "Textures Enhancement"</FONT>
  <LI><FONT face=Arial size=2>&nbsp;Updated: changed main registry key to not conflict with Stable release 
  plugin</FONT>
  <LI><FONT face=Arial size=2>&nbsp;Removed: Due to a general concensus, PE 
  compression is dropped</FONT></LI></UL>
<P><FONT face=Arial size=2><STRONG>Update 
8:</STRONG><BR><EM>Changes</EM></FONT></P>
<P><EM><FONT face=Arial size=2></FONT></EM>&nbsp;</P>
<MENU>
  <LI><FONT face=Arial size=2>New: Added tagging to specify builds 
internally</FONT>
  <LI><FONT face=Arial size=2>Fixed: DKR, Zelda, Brunswick 
  Bowling......</FONT><FONT face=Arial size=2>     </FONT>
  <LI><FONT face=Arial size=2>Updated: Compiled with MSVS 2005 SP1</FONT>
  <LI><FONT face=Arial size=2> Updated: 
  EXE packer to UPack 0.36</FONT></LI></MENU>
<P><FONT face=Arial size=2><STRONG>Update 
7:</STRONG><BR><EM>Changes</EM></FONT></P>
<P><EM><FONT face=Arial size=2></FONT></EM>&nbsp;</P>
<MENU>
  <LI><FONT face=Arial size=2>Updated: Built against August 2006 DX9 
SDK<BR>         
    (included updated d3d9_30.dll)</FONT>
  <LI><FONT face=Arial size=2>Updated: BMGLib...'Nuff said.</FONT>
  <LI><FONT face=Arial size=2>New: Completely reworked the DX renderer, now DX8 
  support is 100% dropped</FONT>
  <LI><FONT face=Arial size=2>New: 
Added internal support for custom DX9 HLSL/assembly style pixel shaders (not 
selectable, yet)<BR>(thanks to Ryan "Colourless" Nyunn, 
  creator of the hardware DX9 HLSL 2xSai algorithm)</FONT>
  <LI><FONT face=Arial size=2>New: Changed internal structure on how code is 
  called.</FONT>
  <LI><FONT face=Arial size=2>New: Packed with UPX</FONT>
  <LI><FONT face=Arial size=2>Fixed: Hi res texture loading/dumping now is 
  fixed.</FONT>
  <LI><FONT face=Arial size=2>Fixed: Randomness of DX9 graphics glitches (f*ck 
  MS and thier compiler optimizations....... )</FONT>
  <LI><FONT face=Arial size=2>Removed: Forcing aspect ratios (its gonna be back 
  when I come up with the right solution)</FONT></LI></MENU>
<P><FONT face=Arial size=2><STRONG>Update 
6:<BR></STRONG><EM>Changes</EM></FONT></P>
<P><EM><FONT face=Arial size=2></FONT></EM>&nbsp;</P>
<MENU>
  <LI><FONT face=Arial size=2>New: OpenGL aspect ratio fixing to screen 
res</FONT>
  <LI><FONT face=Arial size=2>New: 
DX9-based renderer... (requires a DX9 card)<BR>(requires d3d9_27.dll)</FONT>
  <LI><FONT face=Arial size=2>New: Packed with UPX EXE compressor</FONT>
  <LI><FONT face=Arial size=2>Updated: Documentation to reflect upcoming 
  features....</FONT></LI></MENU><FONT face=Arial size=2>
<P>&nbsp;</P>
<ADDRESS><STRONG><FONT size=3>Current Release (Stable)</FONT>  </STRONG></ADDRESS>
<ADDRESS><STRONG></STRONG>&nbsp;</ADDRESS>
<ADDRESS><STRONG>Update 10:</STRONG> <BR>Changes </ADDRESS>
<ADDRESS>&nbsp;</ADDRESS>
<UL>
  <LI>Updated: Compiled with VC6 (using the Processor Pack) 

  <LI>Updated: Updated INI configuration file (thanks to Iconoclast)
  <LI>Updated: Texture loading/dumping can now be enabled 
  when "hide advanced options" is ticked (by request) 
  <LI>Source: Updated to now compile with VC6 (VC6, ICC and 
  the Processor Pack)
  <LI>Documentation: added a preliminary compatibility list 
  (thanks to Iconoclast)
  <LI>Updated: Direct3D screenshots are compressed in PNG 
  (uses internal PNG compression&nbsp;routines) 
  <LI>Updated: Optimized installer size</LI></UL>
<ADDRESS><STRONG></STRONG>&nbsp;</ADDRESS>
<ADDRESS><STRONG>Update 9:</STRONG> <BR><EM>Changes</EM> </ADDRESS>
<UL>
  <LI><FONT face=Arial size=2>Updated: 
  Documentation (refactorisation)<FONT face="Times New Roman" size=3> </FONT></FONT>
  <LI>Updated: Tagging on stable plugin</LI></UL>               
</FONT><FONT face=Arial size=2>
<ADDRESS>&nbsp;</ADDRESS>
<P>
<DL>
  <DT><FONT size=2><FONT face=Arial>      
  </FONT></FONT></DT></DL>
<P><STRONG>Update 8:</STRONG> <BR><EM>Changes</EM> </P>
<P>&nbsp;</P>
<P></P>
<UL>
  <LI><FONT face=Arial size=2>&nbsp;New: Unified documentation</FONT> 
  <LI>&nbsp;New:&nbsp;RAR archives are now&nbsp;digitally&nbsp;signed 
  (authenticity verification) 
  <LI>&nbsp;New:&nbsp;A&nbsp;tool to thoroughly clean the 
  System Registry of Rice Video settings. 
  <LI> &nbsp;New: Rejoice! For we 
  now&nbsp;have a updated debugger plugin! ^_^ 
  <LI>   &nbsp;Updated: changed "Texture Filters" tab 
  to "Textures Enhancement" 
  <LI><FONT face=Arial size=2>&nbsp;Updated: changed main registry key to not conflict with Development 
  plugin</FONT>
  <LI>&nbsp;Removed: Due to a general concensus, PE compression is 
dropped</LI></UL>
<P><BR><STRONG>Update 7:</STRONG> 
<BR><EM>Changes</EM></P>
<MENU>
  <LI>Fixed: DKR, Zelda, Brunswick Bowling...... 
  <LI>Updated: EXE packer&nbsp;to UPack 0.36 
  <LI>New: Added tagging to specify builds internally 
  <LI>Updated:&nbsp;Compiled with MSVS 2005 SP1</LI></MENU>
<P><STRONG>Update 6:</STRONG> <BR><EM>Changes</EM></P>
<P>&nbsp;</P>
<MENU>
  <LI>Updated: Documentation 
  <LI>New: Changed internal structure on how code is called. 

  <LI>Fixed: Hi res texture loading/dumping 
  <LI>Updated: Made BMGLib go on a SEVERE diet....hehehehh 
  <LI>Updated: More GUI sh*t I missed on last round.</LI></MENU>
<P><STRONG>Update 5: (Note that this is due to various fixes 
on my half, but this is the 1st build for public consumption)</STRONG>                 
    </P>
<P><EM>Changes from official build</EM></P>
<MENU>
  <LI>New: Documentation (CHM) 
  <LI>New: BMGLib.DLL is NOT needed anymore (greatly 
  simplifies plugin installing) 
  <LI>New: Updated tooltips for many different user 
  options... 
  <LI>Fixed: Dialog items sharing tooltips 
  <LI>Updated: Grammer use in options (typographical errors 
etc....)</LI></MENU>
<P>&nbsp;</P>
<P><FONT size=5>Official Version Changelog</FONT></P>
<P><STRONG>03/26/2006</STRONG></P>
<P>Source code released</P>
<P><STRONG>Beta 10</STRONG></P>
<P>" I don't know why beta 9 has the bug. C++ template didn't do the job as it 
should do. So I have to add extra check on the Sorted List search result to make 
sure it is valid. And there was no problem with the DEBUG build. Now beta 10 
should be work as beta 9 should.</P>
<P>&nbsp;&nbsp; I really wish this beta is the final beta."</P>
<P><STRONG>Beta 9</STRONG></P>
<P>- Display initialization messages to tell the status of texture file 
searching progress<BR>- Won't remember the texture dump option value anymore. 
This option will be disabled when the plugin is loaded. In order to use the 
texture dump feature, you have to manually turn it on every time after you 
restart the emulator. This prevents the texture dump option is accidentally left 
on.<BR>- Fix the graphic tearing problem at Super Mario head (This is a general 
bug in many games) and related polygon depth bias problems.<BR>- Textures are 
now dumpped into subfolders and texture dump will also check into the 
subfolders.<BR>- Using sorted list to manage the texture info, and using binary 
search to speed up texture checking/loading process. This should speed up the 
game when texture dump is enabled, also speed up hires texture loading a little 
bit.<BR>- Palette CRC calculation is only up to the maximum palette values 
really used by a texture. This will reduce the duplicated texture dump for 
different palette CRC values.<BR>- Other extra checking to reduce duplicated 
texture dump<BR>- For Mario Kart. You want to enable the option "Fast loading 
tiles". The new beta will give you much better texture dump for this game 
because of new implementation and extra check on texture size for this game. For 
most textures used by this game, you can have them dumped in complete textures 
instead of broken sub-textures.</P>
<P><STRONG>Beta 8</STRONG></P>
<P> &nbsp;&nbsp;&nbsp;Try to solve the hires texture loading problem at 
mirroring and clamping situations (again).<BR>&nbsp;&nbsp;&nbsp; Forget about 
the changes in beta 6. We are now back to use the base textures, not the 
mirror-replicated textures for the mirroring situation. This is for both CI and 
RGBA textures. Beta 5 was in this way for CI textures only.</P>
<P> &nbsp;&nbsp;&nbsp;The new beta 8 works in all situations as I tested.</P>
<P>&nbsp;&nbsp;&nbsp; Again, if your texture stop working after beta 8 but was 
working before it, try to dump it again and check your texture against the 
dumped one. You may need to half your textures.</P>
<P>&nbsp;&nbsp;&nbsp; Please don't complain about the such changes. This is the 
reason why I call the release as a beta, which is supposed to change. And I am 
sure that each change is making the plugin to a better direction.</P>
<P><BR>To dump a perticular texture, it is much easier to use the debugger 
version. This is the reason why I am included the debugger version in the 
release.</P>
<P><STRONG>Beta 7</STRONG></P>
<P>Fixed the hires texture problem with clamped textures as the bug reported by 
_pm_ for the link shield in SSB 64.<BR></P>
<P><STRONG>Beta 6</STRONG></P>
<P>Try to solve the mirrored texture replication problem again, and the minor 
texture dump bug reported for beta 5. The minor bug is actually a big one, 
especially for games using CI mirror texture but not using the "Using smaller 
texture" option.<BR>Sorry for some of you. If you find some of your hires 
textures stop working after this beta, check the dumpped texture with the new 
plugin against the textures you created. The plugin need you to provide 
replicated textures, you may need to mirror-replicate your texture as the newly 
dumpped texture. (It should not be a big deal for you.)<BR>This beta should also 
fix some weired problems that half dumped texture is black, and problems with 
hires textures won't load because of the mirror/non-mirror texture size 
mismatch.</P>
<P><STRONG>Beta 5</STRONG></P>
<P>             &nbsp;Beta 
5 adds the ability to load RGBA textures in PNG format for CI textures.</P>
<P><STRONG>Beta 4</STRONG></P>
<P>Beta 4 fixes a stupid bug (misplacing a single line) which causes the mirror 
hires texture replication problem with OpenGL.</P>
<P><STRONG>Beta 3</STRONG></P>
<P>Beta 3 fixes the mirror texture replication problem when using the "Use 
smaller textures" option for SSB64. it also supports for JPEG image format, and 
generates screen shot image files in JPEG instead of PNG. For hires project, 
JPEG files can be used only for *_rgb and *_a files, not for *_all or *_ci 
files. Paired *_rgb and *_a files must be both in same format (JPEG, PNG or 
BMP). To use the new beta, you need to copy the BMGlib.dll file to your emulator 
folder. Filename extension for JPEG files is ".jpg", not ".jpeg".</P>
<P>&nbsp;Note:</P>
<P>When comparing to PNG, JPEG does not give better texture quality since it 
uses lossy compression. The intention to support JPEG format is to provide the 
2nd option for large textures. Even JPEG files are smaller on disk (for large 
textures), such textures will take the same amount of memory after loaded. JPEG 
works better for screen shot feature then PNG.</P>
<P><STRONG>Beta 2</STRONG></P>
<P>Fix the CI bmp dump/reload problem for texture scan lines not 32bit 
aligned</P>
<P><STRONG></STRONG>&nbsp;</P>
<P>Rice's words on the official version:</P>
<P>I don't want to release it as an official version, but rather as a beta 
version, so you guys can try and see if it can solve the base texture 
replication problems which was encountered in Super Smash Brothers 64.</P>
<P>The new debugger version has also been uploaded to the official 6.1.0 
thread.</P>
<P>To fix the problem I am talking about here for SSB 64, you need to redump the 
related textures. The plugin will dump the base textures, not the replicated and 
enlarged textures. Texture enhancement works should be done on these new dumpped 
base textures.</P>
<P>If you want to use the debugger DLL to dump the texture, you need to find the 
base texture files under your D:\. The image shown in the popup image viewer 
window is not the base texture, but the whole replicated and enlarged 
texture.</P>
<P>You still need to enable the option "Try to Use Smaller Textures (faster)" in 
order for the new hires textures to work. You must also disable the option 
"Alternative texture size calculation".</P>
<P><STRONG></STRONG><BR>&nbsp;</P>
<P>&nbsp;</P>
<P>&nbsp;</P>
<P>&nbsp;</P>
<P>&nbsp;</P></FONT></body>
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